An approximate representation, on a flat surface, of an image as it is seen by the eye.

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0answers
18 views

How does the SNES' Mode 7 sprite perspective projection work? [duplicate]

I've always wanted to know how to replicate the old Mode 7 graphics mode of the Super NES. It was frequently used for a pseudo-3D effect in racing games like Top Gear (gameplay video). Top Gear ⓒ ...
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0answers
31 views

Faking Perspective/Depth using 3D images converted to 2D sprites - Can't work it out!

after a lot of searching/reading/viewing old school game videos I am still unable to work out how to achieve the effect I am after. I am currently working on a 2D "overhead view" sci-fi RPG, using a ...
0
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0answers
35 views

Perspective projection

I'm studying Perspective projection in a computer graphics course and i'm really confused about a detail. The study material says there are 3 cases: Case 1: View plane parallel to the xy plane and ...
0
votes
1answer
95 views

Java OpenGL Perspective matrix not working

I'm trying to render a simple triangle with OpenGL in Java using LWJGL3. Everything is working great, but the projection matrix (perspective) is not working. In C++ I just used to apply the ...
3
votes
1answer
243 views

determining view boundaries based on z position when using a perspective projection

I'm using three.js to make an animation of a box moving around the screen in 3 dimensions. It is moving pseudo-randomly, according to a noise function. So, I want to place an invisible wall just ...
4
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2answers
362 views

How can I achieve a pseudo-3D camera effect like this?

I am trying to achieve a pseudo-3D camera effect similar to this: I have gotten the following results using a 3D camera and billboards: I am now running into the following problems: In the ...
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0answers
73 views

Matching the 3ds max camera view in my game 1:1

I want to match 1:1 the 3ds max camera render with my 3d engine (DirectX 11, C++). I believe that my mesh exporter (coded with MaxScript) works fine, I see the right shapes. But something about the ...
0
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1answer
165 views

2D game with angled top-down camera perspective [closed]

I want to create a game similar to binding of isaac, a slightly angled top-down 2D game. In binding of isaac, the character moves and shoots along a 4-way path, so when he is shooting towards East, ...
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1answer
166 views

Distortion problem with perspective projection

For various reasons – partly educational, partly technical – I'm writing a 3D game engine from scratch, using OpenGL 3.0; aiming for Core Profile, eventually, so of course I'm using a custom matrix ...
0
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1answer
113 views

Perspective Projection - Drawing Lines

So I sort of understand the math behind projecting 3d points onto a 2d plane. It's just some simple dividing and multiplication of distances. However I can't seem to wrap my head around projecting ...
2
votes
1answer
432 views

LibGDX camera position shifted on movement

I'm programming a game with LibGDX and Box2D and I want my camera to follow my player. But as I zoom in (because Box2Ds metric system, using camera.zoom = x) the camera is shifted when the player ...
1
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0answers
187 views

How can I mimic an isometric perspective using square tiles?

Can an isometric perspective be mimicked with traditional square tiles? Can't the effects of the 45-degree overhead view simply be "drawn in" to the square? How would this work? Picture this: the ...
4
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2answers
456 views

Isometric graphics with fake perspective

Diablo 2 is a game with isometric graphics. However, unlike other isometric games, D2 has the option to activate perspective. Obviously, the D2 developers found a clever trick to convincingly fake ...
0
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0answers
117 views

When camera moves the textures move and rotate

I recently followed the tutorial at PaulsProjects on shadow mapping. After finishing the tutorial all of my textures seemed to have vanished, then I moved my camera and the texture reappeared. But the ...
1
vote
2answers
505 views

Unity plane that is normal to Z axis

I want to create a plane that will be normal to the Z axis, but I am having difficulty visualizing what rotation it needs to have. I want to have a top-down view upon the plane such that I can use ...
1
vote
1answer
899 views

How can I prevent the viewport from stretching/distorting?

Basically, I want to know how I can remove distortion or stretching of the rendered image when the viewport/window size changes. The following images exemplify the distortion/stretching I'm talking ...
0
votes
1answer
111 views

How to properly generate walls simulating perspective around stone in a cave-like level made of squares?

Long story short. My levels tiles currently look like this: And i want them to look like this: My levels are designed as 400x400 squares of proceduraly generated 0's and 1's, 0 representing ...
1
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0answers
53 views

Is it possible to reverse perspective projection with simple scale and translate? [duplicate]

Basically I'm asking this question (which seems to have gone un-answered): How to do perspective projection “parallax” but without changing the scale or offset of objects? I'm using perspective ...
1
vote
1answer
105 views

Fit a bounding box in the scene modifying FOV

Suppose I have a radius for a spherical bounding box around a mesh. My goal is to render the scene such as when the camera moves, the bounding box whose centre the camera look at, occupies always ...
2
votes
1answer
291 views

Shadow Map field-of-view

I'm implementing a shadow map algorithm with a spotlight (a spotlight that always "looks" at a given object). My issue is that for some configuration, part of the object the light is "looking at" is ...
0
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0answers
145 views

Tunnels in pseudo 3D racing game

How would one go about doing tunnels in a pseudo 3D racing game ? The main problem I have at the moment is perspective - I cant think of a way, beyond having to Z sort the sprites and tunnel ...
1
vote
2answers
562 views

Drawing cube in SharpDX, wrong perspective

I want to draw a cube. This is what i currently have: As you can see, the perspective is VERY wrong. The the size in the z-direction is too small and the difference between the front and back size ...
2
votes
1answer
260 views

Best visual way to build a “near isometric” 2D view

I'm working hard in a 2D platform game, as far as I got is a standard 2D view (only x and y are visible) But I want to change the perspective so I can see the floor also. But the MapBuilder I ...
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0answers
16 views

3D Perspective scrolling background [duplicate]

I'm not sure exactly how this is called, I'm talking about that kind of background, where your character is supposed to walk towards the center of your screen to the horizon, while in reality he is ...
0
votes
1answer
280 views

Distorted LookAt When Looking Up or Down?

I have a weird problem and I have no idea what's going on with it. Recently started doing some OpenGL programming, going pretty well, hit some rough spots but worked my way through them and otherwise ...
0
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1answer
209 views

Measuring distances on 2D perspective beat'em'up

I'm making a 2-D beat'em up. The tech demo is here. As you can see, the game is in perspective, pretty much like all old school brawlers. What I want to do is measure the distance between objects on ...
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1answer
660 views

Why are there different ways of building projection matrices?

Matrix.PerspectiveFovLH documentation page says that this method uses the following formula to build a perspective projection matrix. [w, 0, 0, 0] [0, h, 0, 0] [0, 0, zFar/(zFar - zNear), 1] [0, 0, ...
1
vote
1answer
208 views

Where is the error in my perspective projection implementation?

My question is not really a game development question, but since it's based on 3D programming, I thought it would fit best here. I've got a line made out of Point3D objects where the value of x, y, ...
0
votes
1answer
389 views

What are the correct angles in the Top-down perspective?

In the following picture it says that in the Top-down perspective the angles are 90°, but if it would be 90° then you shouldn't see the front of the building and the roof at the same time... So what ...
-1
votes
2answers
702 views

How do I draw tile in a side-on perspective? [closed]

All the tutorials I've found regarding using tiles in game engines refer to games with an isometric or top-down view, much like this: I want to make a "beat em up"-game, where the view is tilted. ...
2
votes
3answers
952 views

How would you draw a tile map with perspective?

I want the maps in the game I'm working (in Java) to be draw with perspective just to sugar coat it, but I'm not sure how that can be done. If anyone has an article about the math behind it or ...
6
votes
1answer
591 views

How can I draw a perspective-correct quad?

I'm trying to draw a quad in 2D (in SharpDX, but that is basically XNA). But texture correction is not working, and I'm getting only an affine textured quad. I'm using BasicEffect to render it. ...
3
votes
2answers
884 views

How do I crop a camera's viewport?

I'm making an Android game using LibGDX. I would like to render a cropped version of the camera's viewport. Here's an original camera view (in 3ds max): I can get the same view in LibGDX without ...
1
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1answer
1k views

What is the logic behind a 3D Projection 'Camera Perspective'? [closed]

Suppose I had a 3D Cube on a 2D plane (screen). And I wanted to use the keypad to move and rotate it. Without referring to a 3D Game Engine that could do this for me can you explain me the logic or ...
1
vote
1answer
223 views

Cartesian Coordinates & Layout [duplicate]

The way cartesian coordinations are presented and used is kinda confusing. When working with 2D the vertical axis is Y, though when working with 3D the vertical axis is Z and Y becomes the "depth" ...
1
vote
1answer
194 views

Implementing axonometric bird-view in XNA

I made all kinds of logic (waypath, aso) for my strategical game, based on XNA (monogame). Now I "misused" the Vector2 a little bit: As I'm working from a "top-down" perspective, I'm using the Y-axis ...
0
votes
2answers
607 views

How do I implement a 2D camera in JPanel?

I'm trying to create a mario-esque game in Java and am at the point of implementing a camera. Following normalocity's example, I understand the difference between the GameWorld and the Camera that ...
1
vote
2answers
435 views

Creating a 2D perspective in 3D game

I'm new to XNA and 3D game development in general. I'm creating a puzzle game kind of similar to tetris, built with blocks. I decided to build the game in 3D since I can do some cool animations and ...
0
votes
2answers
1k views

Screen or World Coordinates to tile Coordinates

I have Plane made of tiles in opengl. I start drawing them at (0, 0, -20) after that i do my translations so that the view is rotated somewhat similar to an isometric (kind of) perspective. I'd now ...
0
votes
0answers
141 views

Correct way to calculate Perspective Matrix [duplicate]

I have seen at least 3 different ways to calculate the perspective matrix and I'm confused as to which one I should be using and what the differences are? OpenGL says to do it this way: f = ...
3
votes
0answers
81 views

Creating Animal Crossing style world rendering with Python [duplicate]

I've dabbled a bit with writing 3D rendering code in the past, although I'm interested in knowing if there is existing code (libraries) written for/with bindings to Python that might facilitate the ...
14
votes
2answers
3k views

Why is 90° horz / 60° vert the default FPS Field of View?

As far as I understand it, vertical Field of View should be adjusted to: fov = 2 * arctan(0.5*screenHeight / distanceEyeScreen); That is, Field of View should match a user's distance to and size of ...
0
votes
1answer
3k views

perspective camera with libgdx

I am trying to setup a viewport using perspective camera. I am trying to render a scene like this I read an official blog post about the cameras and found a few tests within gdx test suits. ...
14
votes
5answers
4k views

An object twice as close appears twice as big?

So I was thinking about creating a 2D game where you can also move along the Z-axis, by changing in which layer you are. Depending on the depth I want to scale my 2D sprites. Once, someone had shown ...
0
votes
1answer
501 views

Ways to “invert Z-axis” in shader-based core-profile OpenGL?

In my hobbyist shader-based (non-FFP) GL (3.2+ core) "engine", everything in world-space and model-space is by design "left-handed" (and to stay that way), so X-axis goes from -1 ("left") to 1 ...
0
votes
2answers
1k views

How do I calculate the z-coordinate for a perspective-camera in 2D?

I'm new to LibGDX and trying to use DecalBatch with PerspectiveCamera, simply to have Z-coordinate for my sprites, as SpriteBatch does not offer that. However, I don't know how to calculate the ...
5
votes
3answers
3k views

Mapping 3D object coordinates to 2D screen coordinates with perspective projection

Sort of following on from where this person was in their topic: Matrix for 2D perspective What I have at the moment is a transformation matrix that's defined as follows: http://pastebin.com/GM6BhP0R ...
0
votes
3answers
307 views

How to calculate size of object depending of its height on the screen?

I am programming a mostly 2D game on Android (with Andengine), but the player is a bouncing ball (kinda in 3D). I wanted to make the bouncing of the ball the most realistic possible, using quadrilic ...
4
votes
1answer
566 views

How to do perspective projection “parallax” but without changing the scale or offset of objects?

Hello everyone I have this problem that I have tried everything I could think of. The problem: I am making a 2D game with parallax effect but I am using 3d space so am not simulating the parallax but ...
20
votes
2answers
6k views

What is the view perspective angle of most 2.5D isometric games [closed]

I examined several quite popular games to determine what perspective angle they are using. For the purpose I created a grid that is 45 and 60 degrees isometric viewed and put it onto a screenshot (of ...